Hi, everyone. Last week I uploaded some CS stuff at PMBD. You can read about it here, if you haven't already seen it (I saw it was linked in another thread here). Anyway, more of the same kind of stuff...furniture and such. Please note, I do not have FT installed, so I'm not sure if anything needs updating for that. I'm very, very new to doing these things, so feel free to point out errors, give tips, etc. I have play tested each object, but not extensively, as most are pretty straightforward. EP compatibility is a mystery to me, so I apologize for not having that info.

Some notes: The crib works autonomously, even the nanny will use it. The changing table, I'm not sure about (do they ever use the regular one autonomously?). I couldn't get the high chair working just right, and the charisma toy needs help too...so those may be coming - if I get them figured out. Not that anyone really cares about the high chair anyway.

A couple items I cloned had to be made into new objects since the recol didn't match correctly, and I'm useless with image editing. (The lamp, the urinal).

Some of the recols have the same problem I mentioned at PMBD: loading slowly in debug, though they are normal in, uh, non-debug. Probably an easy fix...can anyone tell me why that happens?

If anyone wants to redo these as master/slaves where possible, please do. If not, then I'll plan on attempting it. I'll post any updates to the files here.

Glad you guys like them. I'm a girl, btw. Oh, the irony after just making the "you guys" generalization. Now for a bit more stuff...

Here are three of the four modular stairs from CS. These were cloned and given new GUIDs and scripts, as the ones in CS overwrite the Atomic stairs from L&P Pets. Edit: forgot to mention, these should be base game compatible. The fourth set of stairs was posted previously as a Holy Smoke recolor (see link in OP).

Known Issue: Like most of the custom modular stairs I've seen, these are priced $0 and have no description. I'm lazy, so they'll likely stay that way, unless I happen to run across how to fix this, or an Awesome person throws me a hint.

Installation (for anyone who doesn't know):1. Place the .package file in your Downloads folder as usual2. Then EITHERA. If using Numenor's Scriptorium, place the .txt file in you ModularStairs scripts folderORB. If you don't use the Scriptorium, simply copy the script information in the .txt files (only for whichever stairs you wish to keep) and paste at the bottom of the Base Game modularstairs.txt file. This is usually found at: C:\Program Files\EA GAMES\The Sims 2\TSData\Res\Catalog\Scripts.

If by chance the numbers I've chosen to assign these stairs conflict with some you have, just give them a different number (but not 0-50ish, those are used by EAxis).

Thanks again. I've been using some of the items (dressers, counters) in a developing loft-like greek house I have going, and used a bunch of it on one of my new beach lots. Twins had to live in a couple of lean-tos for a few days while they worked up enough money to build a house, as I didn't want to mortgage them for a change. No error problems or anything that appears off...and those silo-structurey things I was so excited about at PMBD look great.

Logged

Capitalism, Ho!"Continue to beat it in masturbatory ecstasy if you like, but only Pescado can make it go away." - LemmiwinksMy Urinal

Sorry for the hassle, everyone. I'm glad you were finally able to get the stuff. I chose mediafire simply because I've never had issues with it and I hate entering those unreadable codes. I'll be uploading some things again soon (just need to do a bit more testing)...so if there's an alternate site you'd like me to upload to, please let me know. I can also split the things up a bit more if the larger zips are troublesome.

Many thanks. I think Pescado and Havelock have extracted the Fruit trees Plopable trees but I was wondering if you or anyone else reading this has extracted the Build Mode flowers (PheoPlast Grass , Jelly Bean Palms, and the Nepeta Cataria) shrubs (Shrub of the Night, the Crawler Shrubs, and Spidery Palms) or trees (Coconut, Captains Bounty or Sticky Mango).

<non-helpful post ahead>Reeally? Castaway stories has catnip? I wonder if it could be converted and made into something functional for cats! CRAP! Yes, pleaaaaaaaase! Someone convert those plants! DO WANT!</non-helpful post>

Many thanks. I think Pescado and Havelock have extracted the Fruit trees Plopable trees but I was wondering if you or anyone else reading this has extracted the Build Mode flowers (PheoPlast Grass , Jelly Bean Palms, and the Nepeta Cataria) shrubs (Shrub of the Night, the Crawler Shrubs, and Spidery Palms) or trees (Coconut, Captains Bounty or Sticky Mango).

I have been working on the plants. They are sort-of done. But in testing the "evergreens" (palms - at least I think they aren't supposed to drop leaves) are deciduous, and vice versa, so I've got to fix that. I haven't looked into how to do that yet, since I've been lazily testing this stuff. Also, many of the small plants are missing pieces, like the dead state or overgrown bits, since stories plants don't grow like TS2 plants do. That stuff may be beyond me, and I'd end up posting them as non-interactive. Maybe Havelock could do it for us. *puppy eyes* The other stuff I'm messing with now is the community lot stuff...lots of annoyances there, so these also need more work before I can post them.

<non-helpful post ahead>Reeally? Castaway stories has catnip? I wonder if it could be converted and made into something functional for cats! CRAP! Yes, pleaaaaaaaase! Someone convert those plants! DO WANT!</non-helpful post>

Lol, I agree, that would be awesome. Unfortunately this is waaaaay beyond my abilities. The catnip in CS isn't made to work like this, either. All you can do is pick a leaf from it and distract a...cheetah? Or jaguar, I can't remember..anyway a species we don't have. I'm sure someone could do something with it. *looks around again*

Ok, on to the goodies...today I have the lights for you guys, along with a bunch of decorative crap, and some other random items. I did the other, recolorable, rocks as well, but they like giving me a headache, so they need more work before they're ready. Namely, the repository I created makes they partially invisible in neighborhood view. And, since they're really not good for much more than creating a cool-looking rocky outcrop, that seems kinda vital. But they'll be done soon...I think.

So, I've been implementing the repository thing where I can...the one lamp didn't want to cooperate, so I've got to keep hammering it. I'm uploading it today as a stand alone object; if I get it fixed, I'll reupload, to save you guys the 400k or so in duplicate textures. I think maybe my brain just numbed out after working on the trees (those things were made all kinds of stupid). My repository technique isn't that great...I don't know how to create a stand-alone package of the textures and other needed bits, so in some cases there are multiple master objects. They are all labeled where applicable. Another issue I saw was that the birdcage says "resources" instead of simoleans, but it charges correctly when filling the food, so I left it alone. There's a pic of what I mean. Also, one of the table lamps is weird - it lights up, but the candle doesn't create a flame. That's how it is in CS, too, so I figured...meh. Sorry for the poor picture of the ruins. There are 7 separate objects in the zip.

Updated 5/19/08 Makeshift table lamp now has a flame thanks to Havelock's advice. Get it here: http://www.mediafire.com/?reyjfurcqnhPiano no longer overwrites BV piano, sorry for that. http://www.mediafire.com/?jymggcxzseyTreasure chest removed because I realized we already got it in BV. Yes, I am dumb and forgot the all-critical GUID scan before uploading. Please let me know what other issues you find.

Devilsrope, are any of those 'hood objects? I always hack 'hood objects ala SaraMK so I can shove them anywhere.

The rock seats and wooden benches from the earlier set work really well in Three Lakes (or equivalent). I just had my first sim want a mountain vacation so set up Tarmack Mountains with a camping ground using a smattering of the CS items.

Logged

Capitalism, Ho!"Continue to beat it in masturbatory ecstasy if you like, but only Pescado can make it go away." - LemmiwinksMy Urinal

Also, many of the small plants are missing pieces, like the dead state or overgrown bits, since stories plants don't grow like TS2 plants do. That stuff may be beyond me, and I'd end up posting them as non-interactive.

EA used a few of these plants in BV ie. Hesper and Spidery Palm. They used them in the Island and Far East locations which don't have Fall or Winter seasons so the plants don't have the dead state and don't need tending so my guess is that they are probably meant to be non interactive.

So, I've been implementing the repository thing where I can...the one lamp didn't want to cooperate, so I've got to keep hammering it. I'm uploading it today as a stand alone object; if I get it fixed, I'll reupload, to save you guys the 400k or so in duplicate textures.

I think maybe my brain just numbed out after working on the trees (those things were made all kinds of stupid). My repository technique isn't that great...I don't know how to create a stand-alone package of the textures and other needed bits, so in some cases there are multiple master objects.

Sounds like a mess. What you SHOULD do is simply extract the texture and other files RAW, without attempting to change their names or instances, then remove the duplicates and leave it as-is. Don't tamper with any of the resources unless absolutely necessary.

I have been working on the plants. They are sort-of done. But in testing the "evergreens" (palms - at least I think they aren't supposed to drop leaves) are deciduous, and vice versa, so I've got to fix that. I haven't looked into how to do that yet, since I've been lazily testing this stuff.

I have used Pescados Harvestable as Repository for the Palmtrees. If you not fixed them it would have been easy to do so. All you have to doo is delete the Texures and save.

Another issue I saw was that the birdcage says "resources" instead of simoleans, but it charges correctly when filling the food, so I left it alone. There's a pic of what I mean. Also, one of the table lamps is weird - it lights up, but the candle doesn't create a flame. That's how it is in CS, too, so I figured...meh.

The one lamp misses a line in the BHAV who generates the Flame. The Birdcage is evil, Sims get stuck Birdfood Streams on the hands after filling the Cage. Have seen this after ripping it myself.